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hormis

HN member
Joined
Mon, Apr 04, 2011, 9:50 AM UTC
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Public activity
7 items

About hormis

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Recent public activity

  1. comment
    Comment #20340869

    Location: Bangalore, India Remote: No Willing to Relocate: Toronto Preferred (will need work permit), otherwise depends. Technologies: C/C++/C#, Obj-C, Java, Swift, Android, iOS, P…

  2. comment
  3. comment
    Comment #3327533

    > he way it's working in my mind has about the same number of lookups as FXAA, However, the FXAA will have a clear win as it works over a partly transparent polygon. So you will ha…

  4. comment
    Comment #3327487

    > This was true for Direct3D 9 but 10+ allow you to bind the depth/stencil buffer as a texture, although there is the caveat that you can't have it simultaneously bound as a textur…

  5. comment
    Comment #3327408

    > Why is that? While techniques like FXAA are needed for deferred rendering due to the order of operations, I don't see why FXAA isn't acceptable on non-deferred renderers. FXAA is…

  6. comment
    Comment #3327286

    FXAA and other similar techniques are only relevant when dealing with deferred rendering only. Detecting edges on the depth buffer may sound as the solution until you realize that …

  7. comment
    Comment #2406132

    Can you give some more details on the language/libraries that you are using? I am just getting started on a 6DOF game... I am planning to use C++ to code up the engine. So the easi…